Tilting Tile


The long hallway has a tiled floor.

Mechanical Trap

One of the tiles in the middle of the hallway is hinged. Half of it is over a small hole in the ground. When stepped on, it opens down into the hole.

A DC 16 Perception (Wisdom) check reveals the a tile in the middle of the hallway has a small seam running across it.

When this tile is stepped on, it opens up down into the hole. The creature stepping on it must make a DC 12 Dexterity saving throw or their move ends immediately, and they have disadvantage on any Dexterity based saving throws, skill checks or attacks until the beginning of their next turn. Also, attacks against this creature have advantage until the beginning of the creature’s next turn.

If the creature is moving at more than normal speed, the Dexterity saving throw is at disadvantage.

The tile can be easily jumped over with a successful DC 5 Strength (Athletics) check. It can also be disabled either by filling the hole with 1 cubic foot of material, or by jamming it with a DC 10 Dexterity check.


Categories: 5e, Dungeons and Dragons, mechanical | Tags: , | Leave a comment

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